Your agents are about to run Gamebeast
Issue 01 · Aug 24, 2026
Agents are about to run Gamebeast
We ship a lot and say almost nothing about it - the Gamebeast Weekly is fixing that. First up: Gamebeast is about to speak MCP.
Point your agent at Gamebeast with a scoped personal access token and it can work the platform directly: read and push configs, build and run experiments, query analytics, wire up alerts. You choose the scopes, per project and per environment.
Your agent can also implement Gamebeast in the first place. It instruments the systems, defines the configs, sets up the events, and it still has all of that context later when it’s time to read the numbers. The same agent that built your instrumentation can analyze it. We haven’t seen that anywhere else in gaming.
Agent capabilities will roll out in phases. We’re starting with the things you do most. Reply if you want in early.
Come find us at RDC
- Thursday, September 10, 3:00 to 6:00 PM PT
- Courage Anyone, 399 S 1st St, Floor 2, San Jose
Twin Atlas is hosting a mixer with us on day one of RDC. Drinks, food, and a room of Roblox creators, community members, and studio teams. Come talk shop with our team or just unwind after the day’s sessions.
Space is limited and registration is subject to host approval, so put your name in early.
Experiments v2
We rebuilt experiments from the assignment engine up. You now have real control over who gets into a test, how they get there, and whether they stay.
- Manual assignments. Drop a specific user or server into a group by hand at any time for testing and more.
- Sticky assignments. Once a player or server is enrolled make them stay enrolled, even if it stops matching your filters mid-test.
- Assignment strategies. Deterministic weighted hash or weighted round robin, instead of a coin flip.
- Advanced audiences. Nested and/or groups, negation, and your own custom properties as filter conditions.
Read the experiments docs.
Unity is fully supported
Gamebeast is no longer a Roblox tool. Configs, experiments, analytics, and alerting all work in Unity, with the same dashboard and the same data model. If you run games on both, they finally live in one place. Unreal, Godot, and web are next, and there’s more coming for Discord.
Community Pulse, coming to everyone
Community Pulse extracts feedback from the channels you already run, including your community hubs, bug reports, and support tickets, and turns it into topics you can act on. It scores sentiment, tracks volume and trend, and backs every insight with the quotes it came from, so you can see the complaint and the exact wording behind it in one place.
It has been running with a small group of studios. General availability for all projects and organizations is coming soon.
What we’re working on next
members and roles
You told us members and roles were confusing, and you were right. We’re unifying the whole permissions model into something you can read at a glance. It’s overdue on its own, but it’s also groundwork: once agents and AI features are acting on your projects, exactly who (and what) is allowed to do what stops being a footnote.
personal access tokens
Tokens are how an agent, a script, or your build pipeline acts on Gamebeast without a browser session. You pick the projects, the environments, and exactly what each token is allowed to touch, and you can revoke it the moment you want it gone. They arrive with the MCP server.
gamebeast ai
Analytics tools are good at telling you what happened. Working out what to do next is still somebody’s job. That’s the part we’re building: first-party agents inside the platform, starting with autonomous optimization. Systems that watch your live metrics, experiment, and work towards goals you set, with nobody needing to babysit.
more engines, deeper discord
Unreal, Godot, and web support, plus a deeper Discord integration. Want early access to any of it? Reply to this email. A real person reads it - really!
One more thing
- Charts — Cumulative sums. Chart anything that accrues as a running total instead of per-bucket




